Commando Archive
Thread: The CU Commando and PvP
JoKen_Jash
Mon Apr 18, 2005 2:56 pm
#14
I can beat most any melee template simply through rooting. Though if they get a kd on me before I do, then I'm in trouble. But with the kd fix, kd recovery should work now. So I may have more of a chance.
Deathwing-X
Mon Apr 18, 2005 5:16 pm
#15
why have flmae singles been taken out n what other specils replace it any ideas
Cpl_Fisher
Mon Apr 18, 2005 5:23 pm
#16
Deathwing-X wrote:
why have flmae singles been taken out n what other specils replace it any ideas
flame specials were taken out so no one could dabble in commando to get a flame special and use it with there weapon. Instead, commando's flame specials ae built into our weapon. basicaly, if you shoot someone with a flamethrower/plasma launcher. It sets them on fire. No special required.
Shinky
Mon Apr 18, 2005 8:15 pm
#18
anyone use the BH specials? like how is the duelist stance gunna play into it all?
Message Edited by Shinky on 04-18-2005 08:16 PM
Raptor2k1
Mon Apr 18, 2005 8:23 pm
#19
My first duel of today was interesting. Both me and the person I was dueling were pretty fresh (just got out UI's set up even).
He was MBH-something (rifleman?) and I was using MC/MBH/Dirty Fighting. The fight progressed with me pulling out the plasma FT, knocking him to the ground and burning him some. I tried doing some state things, but he ended up out-lasting me, though I got him to about 1/4 life.
Then I realized that he probably had buffs, and actually remembered to use duelist stance. 
My first PvP battle ended up with me getting 2-shotted by an AT-ST - the CL multiplier definately needs to go. It hit me for 2k damage 2x through Adv Assault Armor and a PSG.
My second PvP battle just happened with me loading into Eisley and getting killed by approximately 10 Imperials, hehe. I was accidentally using my proton carbine, though it was doing surprsingly little damage (fencer was hitting me for 1k? Swordsman as well maybe?) I probably would have lasted longer with it out, and wearing a helmet. I'm seeing how practical it is to go without one, because quite frankly, all the helms just depersonalize your character. I'd love to get a replacement head-gear piece that was a simple head-set radio or something, but that's another story...
Anyways, I ended up getting incapped by Richard Nixon, so at least I got killed by someone famous! 
shotgunjoe
Mon Apr 18, 2005 8:32 pm
#20
mc/mbh/cm works out very well although im still trying different tricks with cm.I think the dueteruim fire stacks with a flamer dot too.shhh.....
im curious about mc/mrifles=i tried it and was dissapointed with the lack of specials but i dont think i gave it enough practice.Anyone whos had some sucess with this combo please share how the specials worked out.Seems rifleman can do alot of damage but,most of thier attacks are done in prone.
Raptor2k1
Mon Apr 18, 2005 8:34 pm
#21
I noticed that as well, and that's why I dumped the idea of a MR/MC combo myself, hehe. Too stationary for my tastes, unless you want to run around with the proton rifle doing more basic special attacks.
Olsson
Mon Apr 18, 2005 9:06 pm
#22
At the moment, M Rifleman/M Commando is not looking very good at all. The damage modifiers implied by the classification of "nuker" for the rifleman have simply not panned out, and most of the specials have serious down sides to them so it's realy not that great of a combo. I've not been able to test conceal shot because cover has been such a huge contributor to CTD, and you can't do conceal shot without going prone and cover first, but the AoE of Commando weapons makes them extremely bad choices for such an attack as you'll aggro everything else around your target regardless. Likewise, Sniper shot requires prone (but not cover) so lack of ability to kite, LOS issues and no significant damage advantage over other professions makes it a poor choice as well. Head shot is alright but has accuracy penalties and isn't the a real damage dealer. I still need to finish testign startle shot and kneecap shot with Commando weapons but if these are good combos it will be because of the states applied, not because of damage modification.
I meant to post my hard numbers but haven't got them all down yet. Probably in the next day or so. I'm actually hoping I've overlooked something and this combination is better than I'm seeing.
xPREDATORx
Mon Apr 18, 2005 11:11 pm
#23
well at the moment im master commando/smuggler and since you dont need master marksmna any more im gona see if lethal shot is any good (formally overcharge shot2) if it isnt i will drop carbine and prolly go master commando/smuggler and get pistoleer 0030 or 0003 cant remember which
Nytewaulker
Tue Apr 19, 2005 12:40 am
#24
Check out Master Commando/Rifles with 4130 Carbine... absolutely nasty. Equip yer Plasma rifle and find someone to duel 
Thats not to say we cant be defeated... a Fencer/Swords guy and a MBH/Riflemen guy killed me. Everyone else though it was KD - Burn - Nade - Burn - Burn - Even More Burning - Incap
Thats not to say we cant be defeated... a Fencer/Swords guy and a MBH/Riflemen guy killed me. Everyone else though it was KD - Burn - Nade - Burn - Burn - Even More Burning - Incap
Sabaoth
Tue Apr 19, 2005 4:39 am
#25
Well the current template I am running is Mcommando/Mrifles and Pistoleer 0-0-4-4 and the root snare is key in PvP for me.
Gonna look for a template with a ranged dizzy attack today and do some testing I have been doing PvP and PvE and this template has held up pretty good so far. Conceal shot and cover shot together are awesome, killed some overts today and they never seen it coming also dmged a canyon Krayt pretty good, not sure if the krayt was bugged and not aggoing me or just couldn't see me but this will be a strong PvE template I am thinking.
As far as PvP goes I am about 50/50 as I win some or lose some with the dizzy/Kd/snare root being the ultimate factor in PvP now ( I forsee big problems again with this and a CU in the future).
Straker_Atrella
Tue Apr 19, 2005 8:06 am
#26
I have been messing around with MRifleman and MC myself, with a little pistols thrown in. Both professions have their good points, but the problem is that Rifles and Commando are just a little to much alike I think. A lot of their weapons have the same damage type, and the same DPS. So a Rifleman using a Commando weapon for his specials really doesn't gain much. He gets a little but a pistoleer or carbineer gain a lot more.
The Dots are nice though. I wish that Commando still had something usefull for killing Turrets and such.